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Riot Games: Peeking into Valorant's Netcode (2020)

technology.riotgames.com

11–20 of 93 posts

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#11
post #4

Awesome insight. While playing FPS', I wondered why corners were a point of contention for me, both in dying or killing, and now I have additional insight. I can sit at a corner and die from an oncoming enemy, or I can take the corner and take the enemy. I assumed it was all due to my own biological perceptual system, and now I see the synchronization would be giving each player an advantage depending upon who's over…

Gunplay in FPS games like CSGO and Valorant are all about angles. Almost all of the action happens in the split moments of contact, as players transition from not seeing each other to seeing each other.

So in that sense, corners are pretty much a point of contention for everyone at every level since most of the game is based around taking and holding corners/angles.

The peeker vs holder relationship is pretty interesting to analyze as there is more to it then just server sync. But how both players try minimize/isolate the amount of angles they attack/are exposed at any given point in time.

As well as use their general game knowledge to make predictions about where the enemy is most likely to be in a certain situation. Prioritizing their attention/crosshair on those angles while ignoring the others.

I think this what makes it fun. Theirs a lot of thinking + buildup/anticipation for the moment of contact between players which is then usually resolved in <1s. And since the dead player has to then sit out the round it feels meaningful.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#15

My fun anecdote... Some of Valorant's game servers are hosted in a data center very close to my house. When I played, my ping was in the single digit milliseconds. Some people accused me of being a Riot employee. Of course, that low ping didn't prevent me from being utter trash. My K/D ratio was usually around 0.3. Come to think of it, seeing the network buffering they perform, I wonder if having such low ping actual…

Back in the early days of the internet when it was mostly connecting to universities, there was a popular PK mud hosted at the university I went to. So I had a massive advantage in that game. Game hackers weren't really a thing so people just assumed I was amazing at the game.

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#17
post #2

A related article on refining their netcode to minimise the usefulness of wallhacks: https://technology.riotgames.com/news/demolishing-wallhacks-... Not many first person games have that "fog of war", it turns out to be quite hard to implement well.

I'm not sure if the fog of war anti-hack applies to League of Legends: Wild Rift (mobile version of LoL) since there are map hacks where you can see enemy positions going around:

https://www.youtube.com/watch?v=pGKZCQoqEOk

https://www.youtube.com/watch?v=V600M8NqpzM

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#18
post #4

Awesome insight. While playing FPS', I wondered why corners were a point of contention for me, both in dying or killing, and now I have additional insight. I can sit at a corner and die from an oncoming enemy, or I can take the corner and take the enemy. I assumed it was all due to my own biological perceptual system, and now I see the synchronization would be giving each player an advantage depending upon who's over…

Being further from the corner than your opponent also gives a big advantage since for any given angle as you peek you will see more of your opponent than they see of you.

https://x.com/RiotTuxedo/status/1250637504895541248

Re: Riot Games: Peeking into Valorant's Netcode (2020)

#20
post #4

Awesome insight. While playing FPS', I wondered why corners were a point of contention for me, both in dying or killing, and now I have additional insight. I can sit at a corner and die from an oncoming enemy, or I can take the corner and take the enemy. I assumed it was all due to my own biological perceptual system, and now I see the synchronization would be giving each player an advantage depending upon who's over…

Keep in mind that you're wider than the single spot you see from, it's possible for your opponent to see part of you before you can see your opponent at all. Who can see the other first depends on who is farther from the corner, as they see past it at a shallower angle.
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